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Digital content leads revenue on Xbox Live

Transactions make more revenue than subscriptions, service now has 35m users

Xbox Live now generates more revenue from transactions than subscriptions, Joystiq reports.

Xbox Live EMEA marketing manager Robin Burrowes confirmed that digital content purhcases are now more lucrative for Microsoft than the Gold membership subscription fee.

Last month, Xbox Live Arcade portfolio director Chris Charla telling GamesIndustry.biz that the average price of a game on XBLA has "crept up", in definace of the "race to the bottom" evident on other digital services.

Burrowes also revealed that 5 million users have been added to Xbox Live since January, fuelled by the launch of the Xbox 360 in nine new countries in late 2010.

"Our audience growth is up to 35 million people globally across those 35 countries on Xbox Live itself," he said.

Burrowes declined to comment on the split between Gold and Silver members. However, in December last year, Microsoft Interactive Entertainment Division CEO Dennis Durkin claimed that, "Of our 25 million members, about half of them are subscribers."

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Matthew Handrahan

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Matthew Handrahan joined GamesIndustry in 2011, bringing long-form feature-writing experience to the team as well as a deep understanding of the video game development business. He previously spent more than five years at award-winning magazine gamesTM.

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